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POLITECNICO DI TORINO Corso di Laurea Magistrale in Ingegneria del Cinema e dei Mezzi di Comunicazione Tesi di Laurea Magistrale New Technologies for Learning and Post-Covid-19 Education Relatore Prof. Domenico Morreale Correlatrice Prof.ssa Gabriella Taddeo Candidato Morteza Jafari A.A 2019/2020
A mia madre, per essere il mio indispensabile e solido punto di riferimento a prescindere dai chilometri che ci separano. 3
Table of Contents INTRODUCTION ...................................................................................................................................... 6 PART I - E-LEARNING METHODS AND TRANSMEDIA STORYTELLING ..................................................... 8 1.1 E-LEARNING DEFINITION .................................................................................................................. 8 1.2 TRADITIONAL LEARNING VS E-LEARNING............................................................................................ 12 1.2.1 MILLENNIALS AND ACCESS TO ICT ........................................................................................................... 13 1.2.2 HOW MUCH TIME STUDENTS SPEND ONLINE ............................................................................................. 15 1.2.3 CYBER-BULLYING .................................................................................................................................. 17 1.3 THE POTENTIAL OF TECHNOLOGY TO NARROW THE SKILLS GAP ................................................................. 17 1.4 CONSTRUCTIVISM AND VYGOTSKIAN THEORY...................................................................................... 18 1.5 TRANSMEDIA COMMUNICATION...................................................................................................... 20 1.5.1 TRANSMEDIA TEENS: THE CREATIVE TRANSMEDIA SKILLS OF ITALIAN STUDENTS .............................................. 22 PART II: SOCIAL MEDIA PLATFORMS AND TRANSMEDIA SKILLS .......................................................... 28 2.1 HOW SOCIAL MEDIA ARE IMPORTANT TO E-LEARNING .......................................................................... 28 2.2 BENEFITS OF EDUCATORS’ USES OF SOCIAL MEDIA ................................................................................ 30 2.3 CHALLENGES IN EDUCATORS’ USES OF SOCIAL MEDIA ............................................................................ 31 2.3.1 CONTENT CHALLENGES .......................................................................................................................... 31 2.3.2 DISCOURSE CHALLENGES........................................................................................................................ 31 2.3.3 COMMUNITY COMPOSITION ................................................................................................................... 32 2.3.4 IDENTITY CHALLENGES ........................................................................................................................... 32 2.4 YOUTUBE .................................................................................................................................. 33 2.4.1 INTEGRATING YOUTUBE VIDEOS IN ONLINE COURSES .................................................................................. 34 2.5 INSTAGRAM ............................................................................................................................... 36 2.5.1 CONCEPTUAL FRAMING ......................................................................................................................... 37 2.5.2 LITERATURE ON INSTAGRAM .................................................................................................................. 38 2.6 FACEBOOK ................................................................................................................................. 40 2.7 WHATSAPP ................................................................................................................................ 43 2.7.1 ADVANTAGES AND DISADVANTAGES OF MIM IN EDUCATIONAL CONTEXT: ..................................................... 44 2.8 TIKTOK ..................................................................................................................................... 47 2.8.2 THEORY BASE:...................................................................................................................................... 49 2.8.3 LANGUAGE LEARNING OUTSIDE THE CLASSROOM: ...................................................................................... 50 2.8.4 IMPLICATIONS AND RECOMMENDATIONS.................................................................................................. 50 2.8.5 SUMMARY .......................................................................................................................................... 51 PART III – LEARNING STRATEGIES ...................................................................................................... 52 3.1 VR AND AR IN EDUCATION............................................................................................................. 52 3.1.1 VIRTUAL CLASSROOMS .......................................................................................................................... 54 3.1.2 IMMERSIVE LEARNING EXPERIENCES......................................................................................................... 55 3.1.3 TRANSMEDIA STORYTELLING IN ALTERNATE REALITY GAMES ....................................................................... 56 4
3.2 DIGITAL GAME-BASED LEARNING ..................................................................................................... 58 3.3 DISTANCE LEARNING ..................................................................................................................... 70 3.3.1 ANALYSIS OF EMPIRICAL EVIDENCE - THE META-ANALYSIS OF HATTIE ............................................................ 70 3.4 DIGITAL TECHNOLOGIES AND DISTANCE EDUCATION DURING THE PANDEMIC EMERGENCY .............................. 71 3.4.1 THE POLITICAL ECONOMY OF PANDEMIC PEDAGOGY ................................................................................... 72 3.4.2 DIGITAL INEQUALITIES DURING THE PANDEMIC .......................................................................................... 73 3.4.3 SPACES AND HIERARCHIES IN PANDEMIC TIMES : RELOCATING DIGITAL PEDAGOGY............................................ 74 3.4.4 EMERGENCY EDTECH EXPERIMENTATION ................................................................................................. 75 3.4.5 SOME FACTS AND FIGURES ..................................................................................................................... 75 3.4.6 CONSIDERATIONS BY EXPERIENCE............................................................................................................ 76 CONCLUSION.................................................................................................................................... 77 REFERENCES ..................................................................................................................................... 80 5
Introduction Technology has had an impact on human life in many areas, such as healthcare, entertainment and lifestyle services. The education sector is also altering by using some of these technologies. People are introduced to different innovative ways of learning and teaching; people can use these technologies to learn educational activities in very various ways than traditional methods. Learning innovation will trigger a powerful learning cycle that can be extremely beneficial to learners and teachers worldwide. In this thesis, we will briefly discuss the different technologies and how they shape the way we learn with these technology solutions; we will try comparing their functionality and find their educational benefits. Despite the advantages of using internet-based technologies and platforms for learning, transforming traditional learning has not been without challenge and controversies. And we explain also the potentials of new technologies for learning purposes and finally show where there is more potential to study and which platforms are worth to take a look at. Many of these technologies are starting to emerge, while some of them have been there for quite some time, and we will also give some insight on the barriers of these technologies that can be addressed in future studies. In the first part, traditional and e-learning media are defined. E-learning can be called Electronic Learning, Distance Learning, Online Learning, Virtual Teaching, Virtual Education etc (Mijwil,2020). The bright and dark sides of each model are discussed and compared. Further, it is discussed how using technology can spread the internet-based skills and narrow the skill gap among the people and how books are replaced by digital devices such as tablets, e-books and smart wearables such as AR headsets. Social media have been largely integrated into our lives. The second part contains a Social Media definition, theory and some examples of the most used ones, including studies that have been carried out on each of them to analyze their potential to be used as a learning tool. It is illustrated how social media can be beneficial and important to e-learning and educators. Naturally, there are challenges in using social media generally and specifically as a learning tool, like content, discourse, community and identity challenges. For example, what is shared for learning purpose regarding a specific group of people can be reached by unintended users on Instagram or the personal data of educators can be revealed or their identity can be shown not accordingly. 6
YouTube, Instagram, Facebook, TikTok and WhatsApp were discussed and analyzed, experiments and data gathered about them are shown. Especially TikTok and Instagram are discussed as efficient and effective tools which have not been considered and studied as they had to be. Finally, we will also learn more about some fairly new technologies used in education, such as Game-based learning, Virtual and Augmented Reality, that can be used to recreate the real situation and give immersive learning experiences and made learning more intuitive and engage learners. The growth of ed-tech businesses has been the highest in the recent years (Hootsuite. 2020) By analyzing empirical evidences, a relative judgement of the nature of distance learning is given and it is shown how digital technologies and distance education have played important roles spacially during the pandemic of COVID-19 since learning from the house has been one of the ways recommended by all Nations during the pandemic. 7
Part I - E-learning methods and Transmedia Storytelling 1.1 E-learning definition E-learning or Electronic Learning, Distance Learning, Online Learning, Virtual Teaching, Virtual Education (Mijwil, 2020), refers to use of the information and communication technologies to allow access to online educational material. In its wider definition, Abbad et al (2009), defined E-learning to mean any electronically enabled learning. However, they narrowed this definition down to the meaning of learning empowered by the use of digital technologies. This definition is further narrowed by some researchers as any learning that is internet-enabled or web-based. (LaRose et al, 1998; Keller & Cernerud, 2002). According to Maltz et al (2005), the term 'e-learning' is applied from different perspectives, such as distributed learning, online distance learning and hybrid learning. E-learning, according to the OECD (2005), is described as the use of information and communication technologies in various education processes that support and enhance learning in higher education institutions, and includes the use of information and communication technology as a complement to traditional classrooms, online learning or a mix of the two models. The term e-learning also refers, according to Wentling et al (2000), to the achievement and use of knowledge that is predominantly facilitated and distributed by electronic means. They believe that e-learning depends on computers and networks, but it is likely that e-learning will progress to systems comprising a variety of channels, such as wireless and satellite, and technologies such as cell phones (Wentling et al., 2000). In their literature review on definitions for e-learning, Liu and Wang (2009) found that the main focus of the e-learning process is on the Internet; global sharing and learning resources; information broadcasts and knowledge flow through network courses; and, lastly, flexibility of learning as a computer-generated learning environment is created to overcome distance and time issues (Liu and Wang, 2009) Gotschall (2000) argues also that concept of e-learning is formulated on the basis of distance learning, thus a transmission of lessons to distant places through video presentations. However, Liu and Wang (2009) claim that the advancement of communication technologies, particularly the Internet, has transformed distance learning into e-learning. E-learning has increased dramatically integrating the education system. With recent technologies, modern age-based technologies are transforming, enabling distance educational 8
practices and empowering teachers to provide students with fast and efficient learning experience (Saliq et al, 2020). This can be considered complementary to the traditional education methods. Advantages of e- learning and necessities of today’s world, have increased the popularity of this method. In fact, in this pandemic period, E-learning is necessary to pass course materials, themes and subjects, tests and assignments and to implement feasable learning experiences. Unlike the popular preconception that “E-learning is not as effective face to face education”, the wide range of new tools available, such as presentations, instant internet access, e-mailing and electronic boards, can positively view this routine and they can be important for a good correlation between the technical and pedagogical aspects. By e-learning we understand the totality of educational situations in which ICT means are significantly used (Ilie & Frăsineanu, 2018). Used a few decades ago as a reaction to behaviorism, cognitive learning defines learning as a search for the knowledge stored in memory, after the primary processing of information, the formation of mental images and their abstract processing. The traditional learning stands on: transmission of the knowledge, reflections of the teacher, abstract symbols, endorsement, retention, reproduction, finalizations, and targeted applications. Knowledge itself is considered independent from the student’s mind, although the students absorbs the knowledge subjectively. Learning different knowledge is influenced by support materials, independent or interconnected group working conditions, the strategies, and the ways of expression and different communication factors (Joita, 2006). Cognitive learning can be considered the result of transition from behaviorism to constructivism. It represents assimilation and acquisition as an active process of mental structures organizing. Constructivism considers that learning can happen more effectively when the learner active and makes tangible objects in the real world. “Constructionism shares constructivism’s view of learning as building knowledge structures through progressive internalization of actions. This happens especially in a context where the learner is consciously engaged in constructing a public entity, whether it’s a sand castle on the beach or a theory of the universe” asserts S. Papert, the promoter of constructivism (Papert, 1991). Anchored Learning or Anchored Instruction (AI), The Cognition and Technology Group at Vanderbilt (1990) defined: “The major goal of anchored instruction is to overcome the inert knowledge problem. We attempt to do so by creating environments that permit sustained exploration by students and teachers and enable them to understand the kinds of problems 9
and opportunities that experts in various areas encounter and the knowledge that these experts use as tool. We also attempt to help students experience the value of exploring the same setting from multiples perspectives” p.3 Anchored Learning supported by multimedia tools, based on the knowledge and technology, is a type of learning that makes easier the practice of resolving skills in students. Computer use in education has offered multimedia as a tool for more interactivity which is important in the context of computer-assisted training, this type of instruction conducted in interactive learning environments is clearly superior to that performed in a traditional didactic context without interaction in terms of school performance (Thomas, et al, 2013). Based on Anchored Interactive Learning Environments (1997), the Anchored Learning principles are described as follows: - GENERATIVE LEARNING FORMAT: students must become active learners when they solve the clues in the story and come to a possible end. - VIDEO-BASED PRESENTATION FORMAT: learners can see actions, and settings are realistic. The video-based format allows individuals "to weave in related background information that motivates the study of other challenges in mathematics and other domains" (Crews and Green, 1997, p.1). - NARRATIVE FORMAT: the video narrative contains not only information settings, but also character slates. - PROBLEM COMPLEXITY: there is a complex situation for students to solve. Learners are given with clues and intentionally challenge them to find solutions as they move along interrelated steps. - EMBEDDED DATA DESIGN: students do not have explicit math problems and steps to solve. Instead, students must first identify the problem, then understand the problem, determine what information is important, and discard what is not. In addition, all this information is embedded in the story, and students need to remember where to find it when they need it. - LINKS ACROSS THE CURRICULUM: students are given the opportunity to combine different disciplines at once. Each video story allows the introduction of subjects from other disciplines. "For example, maps are used in trip planning episodes to help figure out solutions (Crews and Green, 1997, p.3). 10
- TRANSFER OPPORTUNITIES: the design of the story leads to use of the acquired concepts more than once; therefore, students are taught not only in one context. "This gives students the opportunity to use and reuse mathematical concepts in a variety of contexts, significantly increasing the likelihood of transfer of skills to new situations and reducing the likelihood of inert learning" ( Crews and Green, 1997, p.3). The central element of Cognitive Theory of Multimedia Learning (CTML) is that the multimedia learner will try to build a series of logical connection between words and images. It was born in the late 1980s as “model of meaningful learning” (Mayer, 1989). 11
1.2 Traditional Learning vs E-learning The 21st century is characterized by the interdependence between nations facilitated by global communication, the decentralization of power accelerated by social media, Workplaces have become more flexible and more transparent; teamwork is valued more than hierarchy in organizations. It is the era of exponential new technologies such as cyber-physical technology, social media, machine intelligence, nanotech, the Internet of Things and 3-D printing, and many more. In the education field, Some changes are already emerging. Schools are no longer seen as closed entities in themselves but as part of the larger eco-system in which they perform. Some schools work with one another, forming networks or partnering with other schools (OECD, 2019). Traditional education approaches have often centered on knowledge transfer strategies that have focused on textually-based engagement with learners and on dialogic methods of interaction with tutors (de Freitas et al, 2010). In traditional learning, the aspects of planning, monitoring and evaluation are a part of the teacher's attribute, but in e-learning include also the student, and they can be seen as part of the socio-emotional development (Volet et al, 2009). By developing Information and Communication Technology (ICT), the learner can choose the rhythm of learning and even decide some details of the learning process and the course. Web- based learning can improve the relationship between learner and teacher. Technology can make it possible for teachers and students to have access to various materials well beyond textbooks, in multiple formats and in ways that can bridge time and space. However, students who are unable to move through a complex digital world will no longer be able to engage completely in the economic, social and cultural life around them. Those responsible for educating today's connected" learners are faced with challenging issues, ranging from information overload to plagiarism, from shielding children from online threats such as fraud, privacy violations or online bullying, to maintaining an appropriate and appropriate media diet. We want schools to prepare our children to become critical consumers of Internet services and electronic media, to help them make responsible decisions and avoid negative behaviour. And we want schools to raise awareness about the dangers children face online and how to stop them (OECD, 2014b). While e-learning and internet training is being developed, a problem is becoming more complex: the learner’s cognitive overload using multimedia. That is why experts are looking for 12
also new technological solutions. These solutions can be evaluated by applicability and the added contribution to the educational act. Considering the fact that in the most countries the youth are grown engaged in using internet and electronic gadgets, there are plenty of opportunities to improve e-learning techniques and spread them. It is important to reconsider the use of the mainstream connection platforms on the learning purpose. The Organisation for Economic Co-operation and Development reported there is a high level of awareness among OECD countries of the benefits of digitalisation and the role of governments in promoting digital innovation in education (OECD, 2019). 1.2.1 Millennials and access to ICT Mc Loughlin and Lee (2008) discuss how Web 2.0 has given birth to “Pedagogy 2.0”, by showing opportunities for participation, personalization, and productivity. “Net” or “Millennial” generation, come from a different era of technology and tools. Naturally, they expect new development in learning and teaching; more interactivity, experiment, collaboration and technological connection (Oblinger & Oblinger, 2005), despite the fact that only 44% of college students believed that most of their instructors use technology in their teaching as needed (Caruso & Salaway, 2008). However, implementing technology is not the final goal. The final goal is still increasing the quality of learning, creating opportunities for learners to “talk and listen, read, write and reflect” (Myers & Jones, 1993). According to the OECD (2014b) report produced by a collaboration among the OECD countries in 2012, shows that the use of ICT by students depends on the accessibility of the devices and the availability of an Internet access. PISA data indicates that access to computers had become almost universal in most of the participating countries by 2012. However there are major variations between countries in the quantity and quality of devices that are available and in the experience gained in using them. This chapter focuses on these disparities in access and use of computers. The typical 15-year-old student had at least five years of experience using computers in 2012. More than one in two students mentioned being 9 years of age or younger when they first used a computer. In five countries – Denmark, Finland, Israel, Norway and Sweden – the majority of 15-year-olds recorded having first used computers at age 6 or younger, and therefore began using computers in the early 2000s. These early users were already familiar with ICT methods when they were taught to read and write. By comparison, more than one in ten students in Costa Rica, Greece, Jordan, Mexico, the Russian Federation, Shanghai-China and Turkey had no or restricted experience using computers in 2012 when they were 15. These students first used a computer when they were 13 or older or more rarely, they never used one. About 3% of 13
students in Mexico, 2% in Jordan, and 1% of students in Costa Rica and Turkey never used a computer; These students came overwhelmingly from the lower fifth of disadvantaged students. In all other countries and economies, fewer than 1% of students never used a computer (Table 1). Table 1 Countries and economies are ranked in descending order of the percentage of students who started using the Computers at age 9 or younger. Source: OECD, PISA 2012 Database, Table 1.3 At 15, students normally had at least five years of experience with the Internet, but for many students, the first computer they used did not have access to the Internet. A comparison of students' answers on the use of computers in general and the use of the Internet, in particular, means that students usually accessed the Internet for the first time one and a half years after they began using computers. On average across OECD countries, 57% of students first accessed the Internet when they were younger than 10 years of age (76% of students were already using computers at that age). In Denmark and the 14
Netherlands, more than 30% of students had access to the Internet for the first time before they were 7 years old (Table 2). Table 2 Countries and economies are ranked in descending order of the percentage of students who started using the Internet atage 9 or younger. Source: OECD, PISA 2012 Database, Table 1.4 1.2.2 How much time students spend online For the first time, PISA 2012 examined how much time students spent on the Internet at school and at home, during both school days and on weekends, during the average school week. Since the answers were given on a categorical scale, it is not possible to measure precisely the average time students spent on line. However it is possible to create with certainty a lower threshold for the number of minutes spent by students on online activities, whereby the 15
response "between one and two hours" is for example, translated to at least 61 minutes." Self- reporting reveals that on average across OECD countries, students typically spend more than two hours on line per day on school days and weekends (OECD, 2014b). Table 3 Countries and economies are ranked in descending order of the average time students spend using the Internet during weekend Over a week in Australia, Denmark, Estonia, Norway, the Russian Federation and Sweden, more than one in four students (25%) spend more than four hours a day on line outside of school. On average students in these countries, as well as in the Czech Republic and Iceland, spend roughly two hours (120 minutes) on line outside the school across weekdays (Table 3). 16
1.2.3 Cyber-bullying As seen above (Table 1 and 2), adolescents accessing to the Internet that can be a host of educational opportunities and knowledge sharing through ICT devices is increasing, they still need to be sheltered from the possible negative effects of ICT use. Risks include exposure to potentially harmful material or contacts like cyber-bullying which happens when a young person is repeatedly attacked, insulted, or humiliated by someone else using the Internet, it has emerged as a public health issue and a risk to young people's social and emotional growth (David-Ferdon and Feldman Hertz, 2007; Raskauskas and Stoltz, 2007; OECD, 2013b; OECD, 2014a). According to a study conducted in 2010 in European countries, 6 percent of children aged 9-16 were victims of cyberbullying in the previous year (Livingstone et al., 2011). The widespread presence of ICT in daily life often generates a need for specific skills and literacies. At the very least, education will raise awareness among children and their families about the threats they face online and how to prevent them (OECD, 2012). 1.3 The potential of technology to narrow the skills gap Many advances which are starting to display in the field of education technology, promise for improving education and helping to overcome gaps in skills. Educational technology is used to reduce costs and enhance the quality of education in order to: • Create or find innovative solutions to fundamental problems in several countries, such as a shortage of well-trained teachers and easily available technology infrastructure. • Make education accessible at a much lower cost to a wider audience or offer higher quality training at the same price. • Make it easier to scale up promising local market models and pass best practices across markets in such a fashion that can be maintained over the long term. • Obtain a vision about how and what students learn by taking advantage of the greater variety, volume, and speed of data in real-time. • Increase teachers' effectiveness, freeing up precious time from activities such as grading and testing, which can be used to teach differentiated skills and character attributes. When teachers introduce education technology to the mix of possible solutions, if implemented to an integrated educational framework known as the “closed-loop” (D. Wicken, 17
1992), we find that they are most successful. The closed-loop refers, as in engineering or manufacturing, to a system that involves an interconnected and related series of steps to produce results. The closed-loop instructional framework operates similarly in the educational environment. Educators create learning goals at the closed-loop classroom level, develop curricula and instructional strategies, provide curriculum, integrate ongoing evaluations, provide effective interventions based on student needs, and monitor outcomes and learning. All these activities must be connected together and matched with the aim of improving skills in the 21st century (see Figure 1). Figure 1: An instructional system known as the closed loop is necessary to address skill gaps. 1.4 Constructivism and Vygotskian theory The philosophy of constructivism has been correlated with learning through ICTs (in and out of formal education). Proposed by Bruner (1966) and popularized by Seymour Papert and his colleagues at MIT in the computer field (Papert, 1993), this principle essentially implies that all learners create their perception of the world by drawing on their own experiences. Each of us creates our own 'laws' and 'mental templates' to make our interactions meaningful. Learning 18
is seen as the process of modifying our conceptual models to fit new experiences in this theoretical context (Wegerif, 2002). ICTs have historically been able to provide representation structures to simulate and model potential results for some situations and, above all, to be managed at their own speed by the user, contributing to the belief that ICTs provide a particularly supportive atmosphere for constructivist learning. Various learning models emphasize various strengths and limitations, as Wegerif (2002) states, and constructivism is frequently contrasted with Vygotsky's (1962, 1978) work, who formulated a more social theory of learning. While constructivism focuses on the individual mind, learning is conceptualized as socially constructed by Vygotskians (sometimes also known as socio- cultural theorists). The work of Vygotsky is well known for its various characteristics, most of which relate to its use in developing pedagogy theories. For instance, Vygotsky suggested that we all move from using spontaneous concepts to what he called 'scientific concepts.' These are not science in the traditional use of the term, but they refer to an educated and mutual understanding instead of intuitive ideas. Besides, Vygotsky is well known for the philosophy of scaffolded development, where active teaching is seen as the only way to learn at the right time and in the right place. In particular, he conceived the idea of the 'Zone of Proximal Growth,' which can be defined as the difference between what an individual is capable of achieving or understanding on their own and what an individual is capable of accomplishing, whether a person or a resource, in conjunction with a more expert 'other.' 19
1.5 Transmedia Communication Media convergence is seen by Jenkins (2006) as a cultural process characterized by interaction and interchange between commercial, governmental, educational, and amateur bodies that produce and distribute content through social media and other cultural production and consumption channels. He states that “flow of content across multiple media platforms, the cooperation between multiple media industries, and the migratory behavior of media audiences who will go almost anywhere in search of the kinds of entertainment experiences they want” (Jenkins, 2006). People are now entering online communities such as Facebook, making and posting videos or blogging, solving tasks in certain videogames collaboratively or sharing information on Wikipedia, as well as circulating contemporary activities. There is no question, either, that the dissemination of cultural material across a wide spectrum of media depends on consumers' active involvement. In other words, individuals are no longer simply witnesses of what is happening in the media (a screen, television, or video console) but may be interested in the creation of it. Indeed, over the last years, more than half of teens and young people have produced cultural content through digital media - part of what is called the millennial generation (Álvarez Monzonillo, 2017) - and a third of internet users share the content they produce (Lenhart et al, 2005). Current digital media allow individuals, based on a social dynamic of exchange, to participative store, note, appropriate, and distribute the material. This is more consistent with the logic underpinning doing it together then doing it yourself, according to Jenkins, Ito, and Boyd (2016). Participative culture is defined as “a culture with relatively low barriers to artistic expression and civic engagement, strong support for creating and sharing creations, with some type of informal mentorship whereby what is known by the most experienced is passed along to novices, where members believe that their contribution matter, where members feel some degree of social connection with each other (at least they care what other people think about what they have created)” (Jenkins et al, 2009, p. 7). Jenkins refers to two transmedia uses; they have opposite ends, though they are connected. Perhaps the more widespread links transmedia to an evolving discourse, plot, or narrative (transmedia storytelling), while the other is linked to transmedia navigation: skill, or competence. Transmedia storytelling is a set of communicative practices implemented daily by social media users, when they convey forms of online self-narration and self-representation (Sage, 2014), 20
selecting and sharing in a coordinated way, through a multiplicity of channels, the content they deem appropriate to build their storyworld, or the fictional world in which interacts with their projective identity (Gee 2003). The Matrix, which was spread through various media (cinema, TV, internet, magazines, and video console), is one example. It can certainly not be reduced to a single medium; it forms an intelligible whole in its entirety.Jenkins (Jenkins, 2006, pp. 95–96) defines transmedia storytelling as a “story [that] unfolds across multiple media platforms, with each new text making a distinctive and valuable contribution to the whole. In the ideal form of transmedia storytelling, each medium does what it does best –so that a story might be introduced in a film, expanded through television, novels, and comics; its world might be explored through game play or experienced as an amusement park attraction”. Firstly, this term was introduced to refer to a new way of constructing stories or narratives in line with the convergence between different media and platforms that form the way our community expresses itself and defined by the flow between the different spaces that channel the narrative experience of the consumer, thus favoring their participation in content creation (Jenkins, 2003). In parallel with the above, the "New Media Literacies" are located within the MacArthur Foundation's framework to develop what is called "Digital Media and Learning." Learning in a participatory society,' in which the principal investigator is Jenkins. The project was founded on a White paper of 2006, which was later published as “Confronting the Challenges of Participatory Culture: Media Education for the 21st Century” (Jenkins et al, 2009). It takes 11 abilities in special consideration, which one of them is exactly transmedia navigation, defined as: “the ability to deal with the flow of stories and information across multiple modalities” (Jenkins et al, 2009, p. 46). Indeed, this expertise is closely linked to the media above and cultural convergence processes, which involve the capacity to process, construct, and distribute new types of stories and arguments. “It involves the ability to both read and write across all available modes of expression (…) learning to understand the relations between different media systems” (Jenkins et al, 2009, pp. 48–50). The educational effects of these new ideas are evident. This should be present in the education system if we speak of a new culture; if we speak of the skills required for citizenship to be practiced in the 21st century, it is also indisputable that education should ensure that it is learned by new people. Nevertheless, as far as we are aware, the meaning of this competence or the existence of this participatory culture has been given more importance than the highly significant educational consequences. 21
1.5.1 Transmedia teens: the creative transmedia skills of Italian students 1.5.1.1 The challenging concept of digital creativity and participation One of the distinctive characteristics of a participatory culture is that it enables users to experience complex consumption processes that include various formats of the similar content and multiple devices or platforms that are accompanied by a high level of autonomy and engagement (Bruns, 2008; Jenkins, 2006; Lange et al., 2010; Manovich, 2009). Lee et al. (2015) proposed a theoretical method based on their analysis of the historical evolution of literacy. New media literacy was basically defined as the intertwining of two continuums: • from consuming to prosuming; • from functional literacy to critical media literacy. In addition, they identified the issue of production as a continuum among functional and critical production, also separating production methods based on a low level of autonomy and uniqueness from methods used by users to produce original artifacts resulting from their own point of view and critical sense. On the basis of these assumptions, a conceptual framework consisting of four dimensions was proposed: 22
- Functional consuming (the ability to access new media created and understand what is being conveyed); - Critical consumption (average consumer ability to study the social economic, political and cultural scenarios of media content); - Functional prosuming (ability to participate in the development of media content); - Critical prosuming (the contextual interpretation of media content by individuals during their usual participatory activities). Several academics (Jenkins et al. 2006, 2015; Lankshear & Knobel, 2007) investigated these types of practices related to critical consumption and production, defining criteria for understanding the quality of contributions, as well as the set of skills, values and impacts related to adolescents' social cultural and civic growth. Creation and media participation have also been increasingly highlighted as the pivotal skills of policy makers and institutions, as shown by the Digcomp 2.0 framework (Carretero et al., 2017) as well as the 21st-century skills map of the World Economic Forum (2015), in which creativity has advanced its ranking as one of the top skills. New forms of participation and media creation have also been discussed from a critical viewpoint, challenging, for instance, the access and distribution of these skills in relation to social gaps (Eynon & Geniets, 2016; Livingstone, 2013; Schradie, 2011; van Deursen & van Dijk, 2014; van Dijk, 2009), and their real influence on social and civic engagement, as well as on the effects of remixing on individual creativity. As reported by Jaron Lanier (2010), for instance, "Pop culture has entered a nostalgic malaise. Internet culture is dominated by trivial mashups of culture that existed before mashups started, and by fandom responding to the dwindling outposts of the centralized mass media. It's a culture of reaction without action" (p. 20). Therefore, according to the author, digital media can effectively hinder, rather than help, creativity. 23
1.5.1.2 Case study: According to a study conducted through the Transmedia Literacy Project (European Commission - Horizon 2020) from 1st April 2015 to 31st March 2018, involving eight countries: Spain (coordinator), Australia, Colombia, Finland, Italy, Portugal, United Kingdom and Uruguay, Through an analysis of information collected using various methodologies (survey, in-depth interviews, workshops and media diaries), about both the consuming and producing media practices of Italian adolescents and the ways in which they are related to emerging transmedia skills (Scolari, 2018a, 2018b), Research examined how teenagers produce, consume, analyze and perceive stories that emerge across books, video games, TV shows, movies, music, etc and across various social media (YouTube, Instagram, Snapchat, Facebook, etc and other social networking sites (online forums, online communities, blogs, etc.). Figure 2 What are teens doing with media. Source: Tansmedia Litteracy (Scolari, 2018) 24
1.5.1.3 Methods: The "Transliteracy" project approach was built in the light of the need to examine and evaluate media practices as closely as possible to the reality of the situation. In fact, young people's communicative practices are highly complex and it is difficult to fully understand the processes of audiences or to study how they use and rework media content (boyd, 2010, 2015). For this purpose, the methodology developed by the research is mostly qualitative in nature and consisted of several steps: 1. Questionnaires with semi-structured questions on teenagers media use and their opinions/attitudes on a few aspects of media content (97 Italian students involved); 2. Workshops on participatory culture and video games (16 workshops involving 103 students). The workshops were planned using a multi-method approach, including rapid ethnography (Handwerker, 2001), participatory design approaches (Crabtree & Miller, 1999; Halse & Boffi, 2016), visual-sensory ethnography. (Ardévol, 2012; Pink, 2014), and design ethnography (Pink, Ardévol & Lanzeni, 2016). Workshops were arranged in specially prepared spaces in schools, not in classrooms. During the sessions, the moderators suggested creative/productive activities for teenagers. For example, in the "Participatory Cultures" workshop, adolescents were asked to invent a story using different materials or tools, while in the "Video Games" workshop, researchers arranged a Trivial Pursuit game based on video games questions, built and invented by adolescents themselves. This made it possible to monitor teenagers' media production practices in real time, particularly in group contexts, where active negotiation and debate are required. 3. In-depth interviews on adolescent relationships with participatory cultures and video games (39 students). The interviews focused on three parallel areas: participatory culture (content production); videogame culture (gaming and problem solving); and social media activities (sharing, commenting, liking, etc.). 4. Media diaries compiled weekly by teenagers (24 students). The diary is intended to report teenagers' social media routines, for example, when interacting with family and friends through various social media. 25
1.5.1.4 Results: The most important objective of the Transliteracy project was to connect the cultural consumption of teenagers with the skills they have developed in relation to the various media and cultural environments. Jenkins et al. (2006) reported a variety of skills connected to teen's online practices: Ito et al. study (2008) reveals three types of participation that include "new media" skills among young people and which are targeted to adolescent learning in non-formal and informal education contexts, that is: hanging out, playing around and geeking out. Hanging out is characterized by a non-purposive way to learn new media skills, often among peers. Messing around involves more self-directed ways of learning based on the error checking, such as starting a new video game or activating a new smartphone, or trying a new downloaded app; It's a way to tinker and explore. Geeking out is correlated to a more purposeful way of learning, as they interact with media and technology in an extreme, independent and interest-driven way of improving skills or knowing more about something, seeking advice and collaboration amongst peers. (Taddeo & Tirocchi, 2019). Jenkins et al. (2006) described a broad range of skills, including playing (the ability to experiment with one's environment as a form of problem-solving), performing (the ability to adopt alternative identities for improvisation and discovery), appropriating (the ability to substantively sample and remix media content), and judging (capability to evaluate the reliability and credibility of different information sources), transmedia navigation (ability to monitor the flow of stories and knowledge through multiple modalities), networking (ability to search, synthesize, and disseminate information) and negotiation (capability to travel across diverse communities, discerning and respecting multiple perspectives, and grasping and following alternative norms). The Transliteracy Project framework reported that "transmedia literacy could be understood as a set of skills, practices, values, priorities, awareness and learning/sharing strategies developed and discussed in the context of new participatory cultures" (Scolari, 2018b, p.15); The team of researchers identified "transmedia skills" (Scolari, 2018) that relate to the complex system of digital media, social media, video games use and the ability to connect and synthesize these activities into a new transmedia culture. Transmedia culture is a modern definition of a symbolic paradigm that begins with a convergence culture (Jenkins, 2006), underlining the ability of consumers to work through multiple media channels, platforms and modalities. They are connected to digital interactive media production, sharing and consumption. According to the research team, "transmedia skills range from problem-solving mechanisms in 26
video games to content creation and sharing in the context of web platforms and social networks" (Scolari, 2018, p.18). (Scolari, 2018, p.18). They are also focused on narrative content (fan fiction, fanvids, etc.) created and posted by teenagers on digital platforms. The data collected from the Italian research field revealed certain skills that show clearly the autonomy and creativity of adolescents. The data shows that Italian teenagers can still be considered relatively traditional media users: their creative participation is minimal and they often merely imitate or remix the works of others, acting as "functional prosumers" rather than "critical prosumers" (Chen et al., 2011). The results of the research show the meta-reflexive approach of teenagers to the media, an approach that seems to regulate and limit their attitude towards creating and above all, revealing their own creativity online. At the same time teenagers show the acquisition of new and creative skills linked to mechanisms of media industry and self-management (Taddeo & Tirocchi, 2019). 27
Part II: Social Media Platforms and Transmedia Skills 2.1 How Social Media are important to E-learning The constant increase of using internet (Figure 3) and social media (Figure 4) in the recent decade is an undeniable fact. Its use is spread from politics to entertainment and information circulation, and personal life. In a New York Times article, the need to participate on social media is described as a “fear of missing out”. The article then adds how simplicities of life like a concert or a lunch become a part of our extended social life and become significant in knowing we are a part of a larger community (Herman, 2019). Social media did not stop here, but as a tool continued growing to what the major part of people would not have expected. Nowadays, many people use social media in order to learn and gain skills. Figure 3: Global digital growth. The year-on-year change in essential indicators of digital adoption. (Hootsuite 2020) Mansor and Rahim (2017) discussed that social media networking pages give a sense of community and enhance the learned subject to a vaster extent. It also can be said that the major part of the students viewed Social Networking Sites (SNSs) as potential tools for learning purpose. “Social media is also a platform for learners to express their thoughts more clearly while improving their English language at the same time (Plumb, 2013)”. 28
Figure 4: Social media user numbers over time (Hootsuite 2020) Freedom of expression makes even more sense in social media, talking about the people who are not confident enough to express themselves face to face. Khalitova and Gimaletdinova (2016) stated that Instagram can be used as an online instructive tool to help and upgrade learning EFL (English as a Foreign Language). 29
2.2 Benefits of educators’ uses of social media Despite the shortage of literature on the subject, it is possible to exploit the literature on educators’ professional social media use. Educators have used different applications and platforms to teach outside a physical school. (Carpenter & Green, 2017; Rehm & Notten, 2016; Risser, 2013). For example, Pinterest has been used by educators to search and obtain content (Carpenter, 2018; Schroeder, 2019). Using hyperlinks, social media can redirect the user to the main source of the information (Forgie Duff & Ross, 2013). For instance, (Carpenter, 2020) showed that around one third had hyperlinks in a sample of 2.6 million tweets. However, Instagram currently restricts most users to put one hyperlink in their profile. The lack of hyperlinking possibility on Instagram, suggests that educators should use this platform differently than the other platforms. For instance, they might not be recommended to use Instagram in order to share or address content located outside Instagram, like blogs or articles: what educators are very much used to do (Carpenter & Krutka, 2014). Generally, social media can be used for professional networking and support. Many educators have used twitter to build communities and learning network and cope with isolation, which normally happens after years of working in this profession (Carpenter & Krutka, 2014; Harvey & Heyndman, 2018). Social media has helped educators to organize and promote strikes and protests (Will, 2018). However, Instagram leads to building different community and network types, thanks to its visual nature and lack of hyperlinking and other features that are available on other social media (Waterloo et al, 2018) Social media can change the physical barriers on professional lives of educators. It can let them modify their professional identity and access more and different job opportunities related to their interest (Robson, 2018), rather than staying in a school where the central office has gathered people considering purpose or personal affiliation (Huberman, 1995). Networking in social media can be need or goal oriented rather than relying on personal networking. Twitter for instance, provides hashtags so professionals can discuss a particular subject which they would not be able to discuss in other occasions (Aguilar, 2018). Researches also show that social media can provide different resources to inspire educators, such as new mentoring ideas and professional network development (Carpenter, 2015; Risser, 2013). 30
2.3 Challenges in educators’ uses of social media Naturally beside numerous advantages, using social media may bring challenges to educators. These challenges can be described as below: 2.3.1 Content challenges Although social media have somehow decreased the absolute power of mainstream information gatekeepers and all the users, formerly known as audience, can now spread information (Rosen, 2012), the quality of the accessed content can be compromised or decreased. Some information sources may provide inaccurate or inappropriate information. However, the lack of gatekeepers also means that users face a more outstanding obligation to assess the content quality and integrity. Different concerns have been raised with respect to the precision and suitability of some instructive materials shared in social media. (Gallagher et al 2019). Two analyses of various posts related to elementary teaching on Pinterest (Hertel & Wessman, 2017) found frequent mathematical errors; furthemore Instagram, thanks to its visual nature focuses more on gratification rather than the cognitive effort related to education. Another challenge can be spam content on social media. Although the quantity is very large (Willet, 2019), the bulk content of some education-focused twitter hashtags spam has been largely found(Carpenter, 2020). Further, advertisement may change the priority criterion, in such a way that the most qualified content would not appear the first (Friesen & Lowe, 2012). Also, the presence of only “like” button and not “dislike” and redirecting advertisement based on the information gathered by the “liked” pages, encourages a shallow, rather than a deep relationship between the user and the page, 2.3.2 Discourse challenges Social media are not only platforms to share information, but also to discuss and interact. Although the generativity or criticality of online discussions among educators are not so clear (Carpenter & Harvey, 2019) in offline contexts a tendency to polite talk rather than robust and productive discussions has been observed (Russo & Beyerbach, 2001). Huberman (1995) suggests that discussion among teachers does not normally lead to actual changes in teaching methods in many schools. The same dynamics may be expected on social media. Also, platforms' nature may lead to only sharing rather than discussion or sharing conflicting or controversial content, which may bring dialogue and interaction (Kimmons & Veletsianos , 2014). Online spaces used by educators, 31
have been characterized free of controversiality and conflict, which may bring up the question: “are the social media really effective in users’ dialogue and exchanging ideas”? (Kimmons & Veletsianos , 2014). 2.3.3 Community composition Although social media may lead users to encounter new ideas and communities (Messing & Westwood, 2012) a tendency to gravitate towards the people with the same or very similar set of ideas and opinions has been witnessed (McPherson et al, 2001). Instead of receiving different vibes thanks to social media, these platforms' algorithms have been more likely to push the users towards similar or identical ideas they already have (Praiser, 2011). Common affinities can be a powerful motivation to use social media, nevertheless following only usual content, the user might not exploit the social media completely (Kope, 2012). This even may put the likelihood of learning through educators’ Instagram account, in doubt. 2.3.4 Identity challenges Educators' professional profile and identity are continuously built interacting with schools and institutions, policies, cultural issues and standards, and finally communities (Danielewicz 2001; Zembylas, 2018). Social media can create possibilities for expression and identity construction; however, they expose the user to the hegemony of pre-existing ideas (Landin et al, 2017). Pittard (2017) noted how social media could create unrealistic self-expectations in educators. Considering that friendliness and vulnerability are important to create effective relationships online, both emotional and professional relationships seem to be necessary to establish supportive online relationships among the users and educators (Lasky, 2005). Unintended audience is another challenge. On Instagram, context collapse is a well-known phenomenon when posts reach the audience out of the normal range. So, when the user shares some content aiming or communication with a certain group of audience, the post can also be seen by the other people, unlike face-to-face communication where people can give the message to the intended person (Marwick & Boyd, 2011). Content collapse can be overwhelming for educators since it increases their responsibilities to multiple parties; not only the students but also administrators, families, parents, colleagues, etc. (Cho & Jimerson, 2017). Instagram can be even more tricky regarding context collapse. Sharing a post, it is public by default and unlike Facebook relationships are not reciprocal. The educators who prefer to keep their posts public, are likely to face even more context collapse. 32
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